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If its OK, I'd rather not post this source (as it stands) simply because
it is so clumsy and dirty - chiefly in respect to handling the color
gradient on the sky. Roughly speaking the workings are as follows:
- The haze is a partial filtering fog. This reddens the sun disc at the
bottom.
- The sundisc is a y gradient pigment_map on a disk. The pigment map
entries consist of a spherical pattern w/ increasing x turbulence. This
is done via a #while loop. (The whole gradient had to be shifted to
avoid the mirroring about 0.) A turbulence warp is used to squash the
"distortions".
The scene, as coded, has little bearing on reality (scattering,
refraction, etc.). However, it is relatively fast.
I hope this answers some questions. If someone is interested in more I
can post some snippets in p.t.s-f
-Abe
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